This model was trained on 80 of Team Fortress 2's textures.
This is version 002. Version 001 isn't public yet, and I don't remember much about it, but it must have been pretty crap if I wanted to train another version before I even uploaded it.
You should generally use it with a weight of 1, although lowering the weight and letting the base model seize a little control back can actually help out a lot.
I tend to find that this LoRA gives worse base results than the SD 1.5 version, but it's a little more controllable, and mixes better with other LoRAs.
It's worth noting that most SDXL models can make pretty decent textures without needing to use any LoRA at all.
Here's a quick token glossary:
These should be at the start of every prompt.
Team Fortress 2 texture
TF2 texture
videogame texture
albedo texture map
worst lighting, fullbright, no shadows - good for making it not try to draw lighting and shadows onto your textures
These keywords can be used to apply adjustments to your image. Results may vary wildly in quality.
snowy - tries to add snow to the texture - generally gives a pretty decent result
RED, team RED - tries to make your texture red, as in the RED team
BLU, team BLU - tries to make your texture blue, as in the BLU team
top stain - tries to add a cool stain at the top of your texture - tends to add it wherever it feels like in practice - something you can try doing is putting "((bottom stain, stain on the bottom of the wall))" in the negative prompt
bottom stain - same as "top stain" - also I forgot to mention, if you're using the stain keywords, consider putting "(paint, graffiti)" in your negative prompt
grey stain, brown stain, black stain, orange stain, rusty - different colours of stain
top trim - tries to separate your texture at the halfway point - in practice this will usually create wildly fucked-up results
bottom trim - same as "top trim"
top stripe, <KEYWORD> at the top of the wall - somewhat more consistent alternatives for "top trim" (even though they aren't in the dataset much!)
bottom stripe, <KEYWORD> at the bottom of the wall - same thing for "bottom trim"
subtle brush strokes - will try to add more subtle detail to your image - tends to make images a bit too flat and simple in practice
clean, dirty - controls how stained or stainless your image is - can have really good results whether used in positive or negative prompt, probably the most consistent modifier (except for maybe "snowy")
brick wall - is what it says
white brick, brown brick, dark brown brick - different colours of brick
stone wall - cobblestone, stone brick and shale walls
cobblestone wall, cobblestone floor, light grey cobblestone, dark grey cobblestone - different colours of cobblestone
yellow stone - cp_egypt's yellow stone walls - tends to create strange results due to having a very small presence in the dataset
cinderblock wall - there aren't really any actual cinderblock textures in TF2 so this sort of gives you a mix between brick, stone and concrete
concrete wall - concrete
concrete sheets - a specific type of wall texture - put this in the negative prompt if you're tired of seeing the same kind of concrete wall over and over again
concrete floor, dark concrete - more dirty, stained concrete textures - most of the images in the dataset with this keyword also have the "grey stain" keyword
glass, window - windows and glass panels
glass panel - single-panel window, generally looks really really ugly or even just doesn't generate a convincing glass panel at all - best used in the negative prompt
industrial window - multi-panel window, good to use as a psuedo-modifier keyword on another texture type
metal - corrugated walls, metal panels, drains and rollup doors
vertical corrugated metal, horizontal corrugated metal - different alignments - if you want vertical, it can often be better to put "horizontal corrugated metal" in the negative prompt than to put "vertical corrugated metal" in the positive prompt
metal panels - metal panel wall / roof, generally pretty ugly, advisable to put this in the negative prompt for most images with a "metal" keyword
rollup door, garage door - tries its best to create a garage door and generally fails
metal grate, drain - tries its best to create a drainage grate and generally fails, although the SDXL base model seems to help quite a lot - utilising this keyword was totally impossible in the SD 1.5 version of this LoRA
metal duct, metal vent - tries to create the wall of a ventilation duct - there's a single image for this in the dataset, so it doesn't exactly return consistent results
white metal, gray metal, brown metal, rusty - different colours of texture
nature - dirt ground, grass, gravel, snowy ground, rock walls
dirt, dirt ground - dirt
grass, grass ground - grass
patches of dirt, patches of grass - tries to blend some of your texture in with a bit of dirt or a bit of grass - surprisingly good results
gravel, gravel pile - gravel
brown gravel, grey gravel - alternate gravel colours
rock wall, cliff, quarry - various flavours of rock wall - generally, "quarry" produces crazier results and it's advisable to put it in the negative prompt
rock strata, rock layers - tries to blend your rock texture from one colour at the top to another at the bottom - rarely works
white rock, brown rock, red rock, grey rock - different colours of rock wall
wood - wood plank walls, weird wood walls braced with beams, medieval plaster walls with wood beams
horizontal wood planks, vertical wood planks - the same kinda deal as corrugated metal, where if you want one it's best to put the other in the negative prompt
white wood, brown wood - different colours of wood
wood base - the weird wood walls braced with beams I was talking about - generally best to put this in the negative prompt
wood beams, wood beams set into wall, medieval, european architecture - medieval-style plaster walls with visible wood beams on the outside